Keeping you informed in VR, AR, and Mixed Reality news. ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­    ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏  ͏ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­  
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I have a strange combination of apps when doomscrolling. X, TikTok, and… LinkedIn.

 

There’s one thing that currently unites them all – users posting whatever they’re building using Claude. And trust me… everyone’s building something. And did you even build something if you didn’t post about it?

 

What I haven’t seen much of, however – is posts about building new VR/XR apps. 

 

So, to do my part, here’s my 5-step guide to building a new VR app:

 

1. Set up your environment (30–60 min, one-time)
a. Download & install Unity Hub → create a new 3D (URP) project (Unity 6.2+ or latest LTS).
b. In Unity, go to Window → Package Manager → add Meta XR All-in-One SDK from the Asset Store (free).
c. Run the Meta XR Project Setup Tool (appears after install) — it fixes Android/Quest settings automatically.
d. Enable Developer Mode on your Quest headset (via Meta Quest app on phone → Settings → Device → Developer Mode).
 
2. Build a minimal VR scene with Building Blocks (15–30 min)
a. In a new scene, go to GameObject → XR → Meta Building Blocks (or search in Hierarchy).
b. Drag in: OVRCameraRig (or Camera Rig prefab), Hand Tracking, Grab Interactor, Passthroughlayer.
c. Add a simple floor + a grabbable cube (use primitives or import free assets).
d. Hit Play — you should see hands/controllers in the editor simulator. (Test on headset later.)
 
3. Use your LLM to generate & add core interactions (main "vibe coding" phase)
a. Open Claude.ai / Cursor.sh / your LLM of choice.
b. Prompt example: "Write a complete C# script for Unity + Meta XR SDK that:
i. Lets the user grab and throw a cube with controllers
ii. Changes cube colour on trigger press using XR Interaction Toolkit events
iii. Includes using UnityEngine.XR.Interaction.Toolkit; and proper cleanup Attach to the cube prefab."
c. Copy-paste the generated script → attach to your cube → fix tiny errors (LLM usually gets 90% right; ask it to debug if needed).
d. Iterate: "Add teleport locomotion when thumbstick pressed forward" → paste new code.
 
4. Add AI smarts with Meta AI Building Blocks (the magic part, 20–40 min)
a. In Package Manager, ensure Meta XR AI Building Blocks is installed (comes with SDK v83+).
b. Drag LLM Response or LLM Agent component into scene (or search "AI" in components).
c. Configure with your API key (supports OpenAI, Anthropic/Claude, Grok, etc.).
d. Prompt example in LLM: "You are a friendly VR tour guide. Respond to what the user says and describe objects they point at."
e. Hook to Speech-to-Text + Text-to-Speech Building Blocks for voice chat.
f. Test: speak → AI answers in voice while you look around.
 
5. Build & test on Quest headset (10–20 min per iteration)
a. File → Build Settings → switch to Android, add your scene.
b. Connect Quest via USB → enable Quest Link or build directly to device.
c. Build & Run → wear headset → walk around your creation.
d. Debug loop: tweak in Unity → rebuild → test in ~2–5 min (use Quest Developer Hub for logs).
 
You're welcome! Let me know what you build. I'll show you mine if you show me yours first! 

 

Yours virtually, 

The Squid 

 

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🌏 Based in New South Wales, Australia

🤩 A passionate team specialising in solutions solving operational problems. 

 

NeuronsVR focuses on building therapeutic VR experiences designed to support the emotional and psychological wellbeing of aged care residents - particularly those living with dementia. Rather than using immersive technology for entertainment or enterprise efficiency, the studio develops calming, memory-evoking, and culturally meaningful experiences that function as a non-pharmacological alternative to medication for pain, agitation, and distress.

 

NeuronsVR primarily serves residential aged care facilities, dementia wards, and clinical settings across Australia. Their hardware kits are purpose-built to comply with Australian Healthcare Standards - requiring no Wi-Fi, no hand controllers, and no technical setup - making them accessible to nursing staff and lifestyle coordinators rather than tech specialists. They also work with universities and government health bodies on independent clinical research.

 

The company's mission is to improve the dignity, comfort, and quality of life of people living with dementia through immersive technology. By developing practical, clinician-friendly VR tools and conducting ongoing clinical research, NeuronsVR aims to demonstrate that XR can be a genuine therapeutic instrument - not just a novelty - capable of delivering measurable improvements in resident wellbeing.

 

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